userandrecancel

12,525 Commits over 4,018 Days - 0.13cph!

6 Years Ago
Removed "noise" from monument radius / fade since it no longer provides an advantage but makes everything slower
6 Years Ago
Fixed radius / fade monument parameters potentially cutting off the terrain blend map
6 Years Ago
Added TriggerForce (not working, just a stub)
6 Years Ago
Barren prefab mountains no longer spawn in the desert (now behave identical to prefab mountains on normal maps)
6 Years Ago
Barren now has harbors, oil rigs and water wells
6 Years Ago
Take server identity into account when determining the default seed (easier to run multiple instances on the same hardware without getting identical maps)
6 Years Ago
Removed large monuments and prefab mountains on smaller maps
6 Years Ago
Added arid biome checks to giant excavator
6 Years Ago
Profiling
6 Years Ago
Added support for compound triggers to TriggerParent Added TriggerParentExclusion (I can't believe this works) ForceUpdateTriggers now exists on all entities (supports sphere, box and capsule colliders) Updated platform.entity with 2 TriggerParent and 1 TriggerParentExclusion
6 Years Ago
Comment
6 Years Ago
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6 Years Ago
UpdateSubscriptions profiling
6 Years Ago
Skin update
6 Years Ago
Icons are limited to 256x256
6 Years Ago
Faster and more reliable "Tools/Steam Inventory/Download Skins"
6 Years Ago
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6 Years Ago
Fixed edge case that caused client side tree collider to be disabled after pooling
6 Years Ago
Merge from main
6 Years Ago
MotorRowboat profiling SendNetworkUpdate_Flags and SendNetworkUpdate_Position profiling
6 Years Ago
Fixed NRE in Buoyancy.Cycle when buoyancy instance is going to sleep
6 Years Ago
Enabled physics.batchsynctransforms by default
6 Years Ago
Buoyancy.FixedUpdate is handled by ServerMgr.FixedUpdate to ensure they aren't scattered inbetween other fixed updates, causing SyncTransforms churn
6 Years Ago
Tweaked physics.batchsynctransforms profiling and behaviour with physics.autosynctransforms disabled
6 Years Ago
Fixed Skin.LoadAssets NREs
6 Years Ago
Fixed client player tick rate not being set when connecting to sleeper
6 Years Ago
Renamed physics.batchsync to physics.batchsynctransforms (similar to physics.autosynctransforms)
6 Years Ago
Added physics.batchsync convar (only does a single physics transform sync for all player server updates, default = false) Added physics.autosynctransforms convar (only for testing)
6 Years Ago
Added player.tickrate_cl and player.tickrate_sv convars (both are set on the server)
6 Years Ago
Optimized Vis.Entities / Vis.Components / Vis.EntityComponents further
6 Years Ago
Stripped collider batching entirely to fix some remaining performance overhead (particularly in Vis.Entities / Vis.Colliders)
6 Years Ago
Improved entity registry performance (particularly ToBaseEntity)
6 Years Ago
Cherry picking 36800 and 36803
6 Years Ago
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6 Years Ago
Merge from network_lerp_3
6 Years Ago
Improvements
6 Years Ago
Merge from main
6 Years Ago
SelectedBlueprint / BlueprintCategoryButton optimizations
6 Years Ago
SendNetworkUpdate_Position profiling
6 Years Ago
Fixed performance issues caused by DateTime.Now
6 Years Ago
Stuff spawned with entity.spawn always faces the camera
6 Years Ago
Trees are pooled Trees no longer spawn their skin as separate object (now a nested prefab instance on the entity) Added tree.global_broadcast server startup parameter
6 Years Ago
Fixed IndexOutOfRangeException on reconnect
6 Years Ago
Cherry picking 36759 and 36784
6 Years Ago
Packet handling profiling
6 Years Ago
Another demo fix for cinematic_play and cinematic_stop Added server.cinematic convar to enable the cinematic convars for all players
6 Years Ago
Removed some initial global tree snapshot overhead
6 Years Ago
Fixed initial global tree snapshot not working
6 Years Ago
Added cinematic_play and cinematic_stop to demos Added target player as optional second argument to cinematic_play and cinematic_stop Added cinematic_list to print list of available cinematic animations
6 Years Ago
Merge from global_trees